cool. thx for the tip, now is totally working fine. Ronald
On Sep 24, 1:30 pm, "Rob Bateman" <[EMAIL PROTECTED]> wrote: > hey ron > > For future reference - cloneAll does what you want without hacking :) > > atb > > Rob > > > > On Wed, Sep 24, 2008 at 8:26 PM, Fabrice <[EMAIL PROTECTED]> wrote: > > > ah nice to see, you've adapted :)) > > > clone is not duplicating the mesh info fully. > > Its referencing the vertices to save data. > > Thats why it was affecting all the other clones... > > > Fabrice > > > On Sep 24, 2008, at 9:09 PM, ron wrote: > > >> And I just change the Mesh code's clone method, so that it also clones > >> the geometry instead of just assigning the reference to it, and it > >> seems that it fixes the problem, only the object I selected will > >> rotate. I just don't have knowledge on the design behind the code of > >> not cloning a geometry when you clone the Mesh.. > > >> Ronald > > >> On Sep 24, 11:57 am, ron <[EMAIL PROTECTED]> wrote: > > >>> Thx for replying!. > > >>> I just try the applyRotations() function. And this is the problem I > >>> see.. > > >>> My objects are all "cloned" out of a single master object. What I see > >>> is that when I call that applyRotations() function of a rotated > >>> object, all instances got rotated.. the rotations however is correct. > > >>> Is there any easy/built-in way to work around that?? > > >>> Ronald > > >>> On Sep 24, 11:23 am, Fabrice <[EMAIL PROTECTED]> wrote: > > >>> then use myOb as Mesh.applyRotations(); > > >>> Fabrice > >>>> On Sep 24, 2008, at 7:21 PM, ron wrote: > > >>> Actually, let me rephrase that.. > > >>> I don't want my object to rotate using the model's coordinate system, > >>>>> since it has its own pivot.. > > >>> I just want when I rotate the cube, its own coordinate system will not > >>>>> rotate also. > > >>> Ronald > > >>> On Sep 24, 10:11 am, ron <[EMAIL PROTECTED]> wrote: > > >>>>>> Hi, > > >>> I am trying to rotate a object3d, and neither using rotationX/Y nor > >>>>>> pitch/yaw gives me the result that I expect. > > >>> The issue seems that these functions will rotate the object's own > >>>>>> coordinate system. > > >>> For example, when I rotate the obj around the y-axis (a horizontal > >>>>>> rotation), then I want to rotate the object around the x-axis. At > >>>>>> this > >>>>>> point, from my point of view, the x-axis become the z-axis and the > >>>>>> rotation looks to me like it is rotating around the z-axis. > > >>> Are there functions that allow me to rotate object, but using the > >>>>>> whole model's coordinate system? Since these rotation actions are > >>>>>> initiated by user (me), it only makes sense if it rotates according > >>>>>> to > >>>>>> the global coordinate system. > > >>> thx. > >>>>>> Ronald > > -- > Rob Bateman > Flash Development & Consultancy > > [EMAIL PROTECTED]
